| /external/mesa3d/src/amd/vulkan/tests/ |
| D | radv_nir_lower_hit_attrib_derefs_tests.cpp | 89 …nir_variable *vec3_var = nir_variable_create(b->shader, nir_var_ray_hit_attrib, glsl_vec_type(3), … in TEST_F() 90 …nir_variable *uint64_var = nir_variable_create(b->shader, nir_var_ray_hit_attrib, glsl_uint64_t_ty… in TEST_F() 91 …nir_variable *uint16_var = nir_variable_create(b->shader, nir_var_ray_hit_attrib, glsl_uint16_t_ty… in TEST_F() 92 …nir_variable *uint8_var = nir_variable_create(b->shader, nir_var_ray_hit_attrib, glsl_uint8_t_type… in TEST_F() 93 …nir_variable *bool_var = nir_variable_create(b->shader, nir_var_ray_hit_attrib, glsl_bool_type(), … in TEST_F() 125 nir_variable_create(b->shader, nir_var_ray_hit_attrib, in TEST_F() 142 nir_variable_create(b->shader, nir_var_ray_hit_attrib, in TEST_F() 164 …nir_variable *struct_var = nir_variable_create(b->shader, nir_var_ray_hit_attrib, var_type, "hit_a… in TEST_F() 198 …nir_variable *struct_var = nir_variable_create(b->shader, nir_var_ray_hit_attrib, var_type, "hit_a… in TEST_F() 220 nir_variable_create(b->shader, nir_var_ray_hit_attrib, in TEST_F()
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| /external/mesa3d/src/amd/vulkan/nir/ |
| D | radv_nir_rt_shader.c | 245 vars.idx = nir_variable_create(shader, nir_var_shader_temp, glsl_uint_type(), "idx"); in create_rt_variables() 246 …vars.shader_addr = nir_variable_create(shader, nir_var_shader_temp, glsl_uint64_t_type(), "shader_… in create_rt_variables() 247 …vars.traversal_addr = nir_variable_create(shader, nir_var_shader_temp, glsl_uint64_t_type(), "trav… in create_rt_variables() 248 vars.arg = nir_variable_create(shader, nir_var_shader_temp, glsl_uint_type(), "arg"); in create_rt_variables() 249 vars.stack_ptr = nir_variable_create(shader, nir_var_shader_temp, glsl_uint_type(), "stack_ptr"); in create_rt_variables() 250 …vars.shader_record_ptr = nir_variable_create(shader, nir_var_shader_temp, glsl_uint64_t_type(), "s… in create_rt_variables() 253 …vars.ahit_isec_count = nir_variable_create(shader, nir_var_shader_temp, glsl_uint_type(), "ahit_is… in create_rt_variables() 256 …vars.accel_struct = nir_variable_create(shader, nir_var_shader_temp, glsl_uint64_t_type(), "accel_… in create_rt_variables() 257 …vars.cull_mask_and_flags = nir_variable_create(shader, nir_var_shader_temp, glsl_uint_type(), "cul… in create_rt_variables() 258 …vars.sbt_offset = nir_variable_create(shader, nir_var_shader_temp, glsl_uint_type(), "sbt_offset"); in create_rt_variables() [all …]
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| D | radv_nir_lower_view_index.c | 37 var = nir_variable_create(nir, nir_var_shader_in, glsl_int_type(), "layer id"); in find_layer_in_var()
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| /external/mesa3d/src/vulkan/runtime/ |
| D | vk_meta_draw_rects.c | 68 nir_variable *in = nir_variable_create(b->shader, nir_var_shader_in, in vk_meta_draw_rects_vs_nir() 73 nir_variable_create(b->shader, nir_var_shader_out, glsl_vec4_type(), in vk_meta_draw_rects_vs_nir() 78 nir_variable_create(b->shader, nir_var_shader_out, glsl_int_type(), in vk_meta_draw_rects_vs_nir() 105 nir_variable_create(b->shader, nir_var_shader_in, in vk_meta_draw_rects_gs_nir() 110 nir_variable_create(b->shader, nir_var_shader_in, in vk_meta_draw_rects_gs_nir() 115 nir_variable_create(b->shader, nir_var_shader_out, in vk_meta_draw_rects_gs_nir() 120 nir_variable_create(b->shader, nir_var_shader_out, in vk_meta_draw_rects_gs_nir()
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| D | vk_texcompress_etc2.c | 157 …nir_variable *input_img_2d = nir_variable_create(b.shader, nir_var_uniform, sampler_type_2d, "s_te… in etc2_build_shader() 161 …nir_variable *input_img_3d = nir_variable_create(b.shader, nir_var_uniform, sampler_type_3d, "s_te… in etc2_build_shader() 165 …nir_variable *output_img_2d = nir_variable_create(b.shader, nir_var_image, img_type_2d, "out_img_2… in etc2_build_shader() 169 …nir_variable *output_img_3d = nir_variable_create(b.shader, nir_var_image, img_type_3d, "out_img_3… in etc2_build_shader() 185 …nir_variable *payload_var = nir_variable_create(b.shader, nir_var_shader_temp, glsl_vec4_type(), "… in etc2_build_shader() 203 …nir_variable *color = nir_variable_create(b.shader, nir_var_shader_temp, glsl_vec4_type(), "color"… in etc2_build_shader() 220 …nir_variable *punchthrough = nir_variable_create(b.shader, nir_var_shader_temp, glsl_bool_type(), … in etc2_build_shader() 224 …nir_variable *etc1_compat = nir_variable_create(b.shader, nir_var_shader_temp, glsl_bool_type(), "… in etc2_build_shader() 228 nir_variable_create(b.shader, nir_var_shader_temp, glsl_float_type(), "alpha_result"); in etc2_build_shader() 241 …nir_variable *rgb_result = nir_variable_create(b.shader, nir_var_shader_temp, uvec3_type, "rgb_res… in etc2_build_shader() [all …]
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| /external/mesa3d/src/intel/blorp/ |
| D | blorp_brw.c | 209 nir_variable *a_header = nir_variable_create(b.shader, nir_var_shader_in, in blorp_params_get_layer_offset_vs_brw() 213 nir_variable *v_layer = nir_variable_create(b.shader, nir_var_shader_out, in blorp_params_get_layer_offset_vs_brw() 224 nir_variable *a_vertex = nir_variable_create(b.shader, nir_var_shader_in, in blorp_params_get_layer_offset_vs_brw() 228 nir_variable *v_pos = nir_variable_create(b.shader, nir_var_shader_out, in blorp_params_get_layer_offset_vs_brw() 236 nir_variable *a_in = nir_variable_create(b.shader, nir_var_shader_in, in blorp_params_get_layer_offset_vs_brw() 240 nir_variable *v_out = nir_variable_create(b.shader, nir_var_shader_out, in blorp_params_get_layer_offset_vs_brw()
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| D | blorp_elk.c | 281 nir_variable *a_header = nir_variable_create(b.shader, nir_var_shader_in, in blorp_params_get_layer_offset_vs_elk() 285 nir_variable *v_layer = nir_variable_create(b.shader, nir_var_shader_out, in blorp_params_get_layer_offset_vs_elk() 296 nir_variable *a_vertex = nir_variable_create(b.shader, nir_var_shader_in, in blorp_params_get_layer_offset_vs_elk() 300 nir_variable *v_pos = nir_variable_create(b.shader, nir_var_shader_out, in blorp_params_get_layer_offset_vs_elk() 308 nir_variable *a_in = nir_variable_create(b.shader, nir_var_shader_in, in blorp_params_get_layer_offset_vs_elk() 312 nir_variable *v_out = nir_variable_create(b.shader, nir_var_shader_out, in blorp_params_get_layer_offset_vs_elk()
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| /external/mesa3d/src/gallium/drivers/d3d12/ |
| D | d3d12_compute_transforms.cpp | 40 nir_variable *count_ubo = nir_variable_create(b.shader, nir_var_mem_ubo, in get_indirect_draw_base_vertex_transform() 45 nir_variable *input_ssbo = nir_variable_create(b.shader, nir_var_mem_ssbo, in get_indirect_draw_base_vertex_transform() 47 nir_variable *output_ssbo = nir_variable_create(b.shader, nir_var_mem_ssbo, in get_indirect_draw_base_vertex_transform() 108 nir_variable *output_so_data_var = nir_variable_create(b.shader, nir_var_mem_ssbo, in get_fake_so_buffer_copy_back() 110 …nir_variable *input_so_data_var = nir_variable_create(b.shader, nir_var_mem_ssbo, output_so_data_v… in get_fake_so_buffer_copy_back() 115 nir_variable *input_ubo = nir_variable_create(b.shader, nir_var_mem_ubo, in get_fake_so_buffer_copy_back() 160 …nir_variable_create(b.shader, nir_var_mem_ssbo, glsl_array_type(glsl_uint_type(), 0, 0), "fake_so"… in get_fake_so_buffer_vertex_count() 163 nir_variable *real_so_var = nir_variable_create(b.shader, nir_var_mem_ssbo, in get_fake_so_buffer_vertex_count() 193 nir_variable_create(b.shader, nir_var_mem_ssbo, glsl_array_type(glsl_uint_type(), 0, 0), "ssbo"); in get_draw_auto() 233 …inputs[i] = nir_variable_create(b.shader, nir_var_mem_ssbo, glsl_array_type(glsl_uint64_t_type(), … in get_query_resolve() [all …]
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| D | d3d12_tcs_variant.cpp | 100 nir_variable *in = nir_variable_create(nir, nir_var_shader_in, type, buf); in create_tess_ctrl_shader_variant() 102 nir_variable *out = nir_variable_create(nir, nir_var_shader_out, type, buf); in create_tess_ctrl_shader_variant() 116 …nir_variable *gl_TessLevelInner = nir_variable_create(nir, nir_var_shader_out, glsl_array_type(gls… in create_tess_ctrl_shader_variant() 120 …nir_variable *gl_TessLevelOuter = nir_variable_create(nir, nir_var_shader_out, glsl_array_type(gls… in create_tess_ctrl_shader_variant()
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| D | d3d12_gs_variant.cpp | 103 in = nir_variable_create(nir, in d3d12_make_passthrough_gs() 114 out = nir_variable_create(nir, in d3d12_make_passthrough_gs() 198 emit_ctx->in[emit_ctx->num_vars] = nir_variable_create(nir, in d3d12_begin_emit_primitives_gs() 217 emit_ctx->out[emit_ctx->num_vars] = nir_variable_create(nir, in d3d12_begin_emit_primitives_gs() 232 emit_ctx->front_facing_var = nir_variable_create(nir, in d3d12_begin_emit_primitives_gs()
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| /external/mesa3d/src/intel/vulkan/ |
| D | anv_nir_lower_multiview.c | 138 nir_variable_create(b->shader, nir_var_shader_in, in build_view_index() 213 nir_variable_create(shader, nir_var_shader_out, in anv_nir_lower_multiview() 268 nir_variable_create(shader, nir_var_shader_out, in anv_nir_lower_multiview() 275 nir_variable_create(shader, nir_var_shader_out, in anv_nir_lower_multiview()
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| /external/mesa3d/src/compiler/nir/tests/ |
| D | dce_tests.cpp | 80 nir_variable *var = nir_variable_create(b->shader, nir_var_shader_out, glsl_int_type(), "out"); in TEST_F() 126 nir_variable *var = nir_variable_create(b->shader, nir_var_shader_out, glsl_int_type(), "out"); in TEST_F()
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| D | opt_if_tests.cpp | 39 nir_variable *var = nir_variable_create(b->shader, nir_var_shader_in, glsl_int_type(), "in"); in nir_opt_if_test() 42 out_var = nir_variable_create(b->shader, nir_var_shader_out, glsl_int_type(), "out"); in nir_opt_if_test()
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| D | load_store_vectorizer_tests.cpp | 1167 …nir_variable *var = nir_variable_create(b->shader, nir_var_mem_shared, glsl_array_type(glsl_uint_t… in TEST_F() 1201 …nir_variable *var = nir_variable_create(b->shader, nir_var_mem_shared, glsl_array_type(glsl_uint_t… in TEST_F() 1218 …nir_variable *var = nir_variable_create(b->shader, nir_var_mem_shared, glsl_array_type(glsl_uint_t… in TEST_F() 1253 …nir_variable *var = nir_variable_create(b->shader, nir_var_mem_shared, glsl_array_type(glsl_uint_t… in TEST_F() 1292 …nir_variable *var = nir_variable_create(b->shader, nir_var_mem_shared, glsl_struct_type(fields, 2,… in TEST_F() 1326 …nir_variable *var = nir_variable_create(b->shader, nir_var_mem_shared, glsl_array_type(glsl_uint_t… in TEST_F() 1360 …nir_variable *var = nir_variable_create(b->shader, nir_var_mem_shared, glsl_array_type(glsl_uint_t… in TEST_F() 1377 …nir_variable *var = nir_variable_create(b->shader, nir_var_mem_shared, glsl_array_type(glsl_uint_t… in TEST_F() 1414 …nir_variable *var = nir_variable_create(b->shader, nir_var_mem_shared, glsl_array_type(glsl_bool_t… in TEST_F() 1454 …nir_variable *var = nir_variable_create(b->shader, nir_var_mem_shared, glsl_struct_type(fields, 2,… in TEST_F() [all …]
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| D | opt_shrink_vectors_tests.cpp | 37 nir_variable *var = nir_variable_create(b->shader, nir_var_shader_in, glsl_vec_type(2), "in"); in nir_opt_shrink_vectors_test() 40 out_var = nir_variable_create(b->shader, nir_var_shader_out, glsl_vec_type(1), "out"); in nir_opt_shrink_vectors_test() 524 out_var = nir_variable_create(b->shader, in TEST_F()
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| /external/mesa3d/src/amd/vulkan/meta/ |
| D | radv_meta_blit.c | 44 nir_variable *pos_out = nir_variable_create(b.shader, nir_var_shader_out, vec4, "gl_Position"); in build_nir_vertex_shader() 47 nir_variable *tex_pos_out = nir_variable_create(b.shader, nir_var_shader_out, vec4, "v_tex_pos"); in build_nir_vertex_shader() 86 nir_variable *tex_pos_in = nir_variable_create(b.shader, nir_var_shader_in, vec4, "v_tex_pos"); in build_nir_copy_fragment_shader() 98 nir_variable *sampler = nir_variable_create(b.shader, nir_var_uniform, sampler_type, "s_tex"); in build_nir_copy_fragment_shader() 105 nir_variable *color_out = nir_variable_create(b.shader, nir_var_shader_out, vec4, "f_color"); in build_nir_copy_fragment_shader() 118 nir_variable *tex_pos_in = nir_variable_create(b.shader, nir_var_shader_in, vec4, "v_tex_pos"); in build_nir_copy_fragment_shader_depth() 130 nir_variable *sampler = nir_variable_create(b.shader, nir_var_uniform, sampler_type, "s_tex"); in build_nir_copy_fragment_shader_depth() 137 nir_variable *color_out = nir_variable_create(b.shader, nir_var_shader_out, vec4, "f_color"); in build_nir_copy_fragment_shader_depth() 150 nir_variable *tex_pos_in = nir_variable_create(b.shader, nir_var_shader_in, vec4, "v_tex_pos"); in build_nir_copy_fragment_shader_stencil() 162 nir_variable *sampler = nir_variable_create(b.shader, nir_var_uniform, sampler_type, "s_tex"); in build_nir_copy_fragment_shader_stencil() [all …]
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| D | radv_meta_blit2d.c | 372 nir_variable *pos_out = nir_variable_create(b.shader, nir_var_shader_out, vec4, "gl_Position"); in build_nir_vertex_shader() 375 nir_variable *tex_pos_out = nir_variable_create(b.shader, nir_var_shader_out, vec2, "v_tex_pos"); in build_nir_vertex_shader() 413 nir_variable *sampler = nir_variable_create(b->shader, nir_var_uniform, sampler_type, "s_tex"); in build_nir_texel_fetch() 446 nir_variable *sampler = nir_variable_create(b->shader, nir_var_uniform, sampler_type, "s_tex"); in build_nir_buffer_fetch() 475 nir_variable *tex_pos_in = nir_variable_create(b.shader, nir_var_shader_in, vec2, "v_tex_pos"); in build_nir_copy_fragment_shader() 478 nir_variable *color_out = nir_variable_create(b.shader, nir_var_shader_out, vec4, "f_color"); in build_nir_copy_fragment_shader() 500 nir_variable *tex_pos_in = nir_variable_create(b.shader, nir_var_shader_in, vec2, "v_tex_pos"); in build_nir_copy_fragment_shader_depth() 503 nir_variable *color_out = nir_variable_create(b.shader, nir_var_shader_out, vec4, "f_color"); in build_nir_copy_fragment_shader_depth() 525 nir_variable *tex_pos_in = nir_variable_create(b.shader, nir_var_shader_in, vec2, "v_tex_pos"); in build_nir_copy_fragment_shader_stencil() 528 nir_variable *color_out = nir_variable_create(b.shader, nir_var_shader_out, vec4, "f_color"); in build_nir_copy_fragment_shader_stencil()
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| D | radv_meta_bufimage.c | 42 nir_variable *input_img = nir_variable_create(b.shader, nir_var_uniform, sampler_type, "s_tex"); in build_nir_itob_compute_shader() 46 nir_variable *output_img = nir_variable_create(b.shader, nir_var_image, img_type, "out_img"); in build_nir_itob_compute_shader() 192 nir_variable *input_img = nir_variable_create(b.shader, nir_var_uniform, buf_type, "s_tex"); in build_nir_btoi_compute_shader() 196 nir_variable *output_img = nir_variable_create(b.shader, nir_var_image, img_type, "out_img"); in build_nir_btoi_compute_shader() 339 nir_variable *input_img = nir_variable_create(b.shader, nir_var_uniform, buf_type, "s_tex"); in build_nir_btoi_r32g32b32_compute_shader() 343 nir_variable *output_img = nir_variable_create(b.shader, nir_var_image, img_type, "out_img"); in build_nir_btoi_r32g32b32_compute_shader() 467 nir_variable *input_img = nir_variable_create(b.shader, nir_var_uniform, buf_type, "s_tex"); in build_nir_itoi_compute_shader() 471 nir_variable *output_img = nir_variable_create(b.shader, nir_var_image, img_type, "out_img"); in build_nir_itoi_compute_shader() 634 nir_variable *input_img = nir_variable_create(b.shader, nir_var_uniform, type, "input_img"); in build_nir_itoi_r32g32b32_compute_shader() 638 nir_variable *output_img = nir_variable_create(b.shader, nir_var_image, img_type, "output_img"); in build_nir_itoi_r32g32b32_compute_shader() [all …]
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| /external/mesa3d/src/intel/vulkan_hasvk/ |
| D | anv_nir_lower_multiview.c | 138 nir_variable_create(b->shader, nir_var_shader_in, in build_view_index() 243 nir_variable_create(shader, nir_var_shader_out, in anv_nir_lower_multiview() 250 nir_variable_create(shader, nir_var_shader_out, in anv_nir_lower_multiview()
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| /external/mesa3d/src/microsoft/vulkan/ |
| D | dzn_nir.c | 51 nir_variable_create(b->shader, mode, dummy_type, name); in dzn_nir_create_bo_desc() 574 nir_variable_create(b.shader, nir_var_shader_out, glsl_vec4_type(), in dzn_nir_blit_vs() 580 nir_variable_create(b.shader, nir_var_shader_out, glsl_vec_type(3), in dzn_nir_blit_vs() 632 nir_variable_create(b.shader, nir_var_uniform, tex_type, "texture"); in dzn_nir_blit_fs() 636 nir_variable_create(b.shader, nir_var_shader_in, in dzn_nir_blit_fs() 643 nir_variable_create(b.shader, nir_var_shader_in, in dzn_nir_blit_fs() 655 out = nir_variable_create(b.shader, nir_var_shader_out, in dzn_nir_blit_fs() 755 nir_variable_create(b.shader, nir_var_uniform, glsl_bare_sampler_type(), "sampler"); in dzn_nir_blit_fs() 880 in[num_vars] = nir_variable_create(nir, in dzn_nir_polygon_point_mode_gs() 891 out[num_vars] = nir_variable_create(nir, nir_var_shader_out, var->type, tmp); in dzn_nir_polygon_point_mode_gs() [all …]
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| /external/mesa3d/src/gallium/drivers/v3d/ |
| D | v3d_blit.c | 470 nir_variable *pos_in = nir_variable_create(b.shader, in v3d_get_sand8_vs() 474 nir_variable *pos_out = nir_variable_create(b.shader, in v3d_get_sand8_vs() 526 nir_variable_create(b.shader, nir_var_shader_out, in v3d_get_sand8_fs() 531 nir_variable_create(b.shader, nir_var_shader_in, vec4, "pos"); in v3d_get_sand8_fs() 546 nir_variable_create(b.shader, nir_var_uniform, glsl_uint, in v3d_get_sand8_fs() 754 nir_variable *pos_in = nir_variable_create(b.shader, in v3d_get_sand30_vs() 758 nir_variable *pos_out = nir_variable_create(b.shader, in v3d_get_sand30_vs() 840 nir_variable *color_out = nir_variable_create(b.shader, in v3d_get_sand30_fs() 846 nir_variable_create(b.shader, nir_var_shader_in, vec4, "pos"); in v3d_get_sand30_fs() 894 nir_variable_create(b.shader, nir_var_uniform, in v3d_get_sand30_fs()
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| /external/mesa3d/src/mesa/state_tracker/ |
| D | st_draw_hw_select.c | 92 nir_variable *in_pos = nir_variable_create( in get_input_vertices() 140 nir_variable *culling_config = nir_variable_create( in face_culling() 352 nir_variable *plane = nir_variable_create( in get_user_clip_plane() 363 nir_variable *depth_scale = nir_variable_create( in get_depth_range_transform() 367 nir_variable *depth_transport = nir_variable_create( in get_depth_range_transform() 397 nir_variable *in_offset = nir_variable_create( in update_result_buffer() 404 nir_variable *uni_offset = nir_variable_create( in update_result_buffer() 410 nir_variable_create(b->shader, nir_var_mem_ssbo, in update_result_buffer()
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| D | st_pbo.c | 336 nir_variable *in_pos = nir_variable_create(b.shader, nir_var_shader_in, in_type, "in_pos"); in st_pbo_create_gs() 414 nir_variable_create(b.shader, nir_var_uniform, glsl_vec4_type(), "param"); in create_fs() 480 nir_variable_create(b.shader, nir_var_uniform, in create_fs() 503 nir_variable_create(b.shader, nir_var_uniform, in create_fs() 543 nir_variable_create(b.shader, nir_var_image, in create_fs()
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| /external/mesa3d/src/gallium/drivers/vc4/ |
| D | vc4_blit.c | 235 nir_variable *pos_in = nir_variable_create(b.shader, nir_var_shader_in, in vc4_get_yuv_vs() 238 nir_variable *pos_out = nir_variable_create(b.shader, nir_var_shader_out, in vc4_get_yuv_vs() 278 nir_variable *color_out = nir_variable_create(b.shader, nir_var_shader_out, in vc4_get_yuv_fs() 282 nir_variable *pos_in = nir_variable_create(b.shader, nir_var_shader_in, in vc4_get_yuv_fs() 293 nir_variable *stride_in = nir_variable_create(b.shader, nir_var_uniform, in vc4_get_yuv_fs()
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| /external/mesa3d/src/freedreno/ir3/ |
| D | ir3_nir_lower_layer_id.c | 23 layer = nir_variable_create(b->shader, nir_var_shader_in, glsl_int_type(), "layer"); in nir_lower_layer_id()
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